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Hey guys,
Lately I've been using the grid in my network pane (tools > show grid), and I always snap my nodes to the intersection points so it's all nice and pretty. But every so often, multiple times a day, and usually when I re-open a scene, all the nodes will be nudged off, maybe ~1/4 grid space in a given direction. It's as if the grid is being drawn in a slightly different location. Obviously it's not a huge deal to just select all the nodes and scoot them over, but it gets a little redundant having to do it in every network, and kind of defeats the purpose of having a neat grid.
I'm wondering if anyone else notices this or knows of an RFE for it, or if it's just me...
Thanks!

Hi
I am using a texture that I got from a height field output node. For simplicity's sake I removed my terrain shader and simply assigned a principled shader with texture displacement enabled. You can't really notice this unless the grid is really large (which it needs to be for me), but these grid lines appear in the render for some reason. They are not the edges/ resolution of the grid being deformed. I did notice that if I go to obj level and change the shading quality to a high enough value, the grid eventually disappears. Why is this? Whats weird is that these grids dont appear if I render the heightfield directly.
Thaknks

Hi there, I'm totally a noob using Houdini and I'm trying to figuring out how to achive this classic retro look.
I can imagine there's some basic options ie: compositing some textures with the wireframes or creating thin polywires to create actual meshes for this edges. I also found this interesting post abut glowing points.
I almost get to look I want playing with similar custom shaders, specially because I wanted to try with Nurbs in these lines, but of course it just deals with points, so I should somehow matte the grid faces itself to oclude edges behind other edges.
It does make any sense this approach? Should I layer different shaders for the points or edge primitives and other one for the polygon faces itself?
Would like to credit Thomas Helze for the FastGlow used in this tries above.
Since this is a typical effect from all the times, I wanted also to know if anybody could just bring here some historical background about it, I'm feeling that the principles behind that look had changed a bit every time retro neon sci fi gets trendy again...
And of course, please feel free to send me back to the QuickStart guides and all that... just wish you understand it's my first time posting here and you know, I'm feel like a totally stupid noob asking loud a stupid question at the end of a masterclass...

Hi All! I'm wondering if anyone has run into this and found a good solution, it's been popping up in my low-to-mid viscosity sims for a while. Perhaps I'm missing something stupidly obvious? Collision geo/field are fine and the interface between fluid and collision object looks great before turning on viscosity, then I get these grid artifacts that are tough to get rid of. Reducing Surface Extrapolation way down in Volume Collisions helps but doesn't completely remove the artifacts. Also, using a high slip-on-collision value helps, but I usually don't want the sliding behavior with sticky viscous fluids. Reducing Grid Scale reduces the relative grid size and helps too, but the artifacts are still there, just smaller.
Attached file is somewhat of a worst-cast example, just curious if other folks have dealt with this before. I know I can run some post-sim tweaks to clean up the collision surface intersection, but I've also noticed that the artifacts reveal themselves on the outer surface of the fluid if it gets thin enough, which is not so easy to fix...
01 - viscosity disabled
02 - viscosity enabled
03 - viscosity enabled, surface extrapolation 0.01
Thanks in advance for any help/ideas!!
--Dave
DStewart_FLIP_ViscousCollisionStepping.hip

Hi Houdini hive-mind
new here (sort of)
looking for some advice on how I might be able to create a grid where the cells are arranged in an opus pattern.
I have a cell of a minimum dimension (lets say 200x200), I want to be able to have the other cells multiple dimension of that in x and y. (400x800, 600x400 or even 200x2000 for example).
Crucially there are no L shaped/tetris type arrangments.
Im fairly sure it involves making a grid of cells with the minimum size, and making random selections to delete and build bigger patches, but not sure the best way to go about it without creating odd shapes.
I've reached my intelligence limit, and I defer to clever folk here for any kind suggestions (or of course, solutions posted elsewhere)
Thanks

Hey magicians,
I've been trying to do some pattern stuff inspired by Ehsan Parizi, but I can't get my head on how to do it.
Here are some Ehsan examples
And this is what I did so far lol
I know this is probably not the best way, im stuck to rotate them in certain axis like he did, any tips on how to create this different types of patterns will be really helpful.
Attached is my file.
Thanks!
gridtest.hip

Hi all,
I'm trying to make a glyph generator based on a 3x3 crossed grid.
This is where I have got to so far.
The way I've created this is pretty rough. I made a grid, divided it, flipped it, merged the results, fused, converted to wireframe, assigned random colour for primitives, delete by colour, stamped with copySOP.
Instead of converting the edges to a primitive, i would prefer to assign a random attribute to the edges and delete them on that basis. But my knowledge has hit a wall as edges aren't really attributable according to the geospreadsheet.
Further, I need to figure out a way to identify when a 'X' happens and delete one of the edges. Maybe I could fix this further up the tree by stamping a grid which randomly flips a divided cell (rather than flipping the whole grid and merging+fusing them).
If anyone has any pointers let me know, I will also attach the hip too. Hope I make sense!
Cheers.
glyph.hip

Hi All,
I've set up my C-plane to display lines every 1 unit and major lines every 5 units (screenshot CP1).
It works perfectly in persp but in the other views (top, front, etc.) the display is back to lines every 0.5 unit and major lines every 4 units (screenshot CP2).
What did I missed?
Thanks

Hi, guys.
I get a problem maybe it was be asked before, but i can't find any tips.
There is a grid polygon and i add a line on it by add SOP. Is it any way split the grid to two part by the line even the vertex number was not right.
I can split it by polySplit or Clip, Break SOP, but they were not flexible enough.
Any help will be appreciated!
Thanks.
grid_split.hip

Hi,
I want to know if it's possible to have an object attribute outputted as file or in a ROP Net node.
I have a 1024x1024 grid right now. Each point on the grid represent a pixel. This grid has many attribute and I would love to render a map of all these attribute.
I know and tested to copy each attribute to the Cd attrib and render it. It works but I wonder if there is a simpler way. A node for instance that would not need a camera or would not need to copy the attribute to render to the Cd attrib. Ideally I would like to have a render node that renders the top view of an object given attribute.
Thx!
C

Good day,
I'm looking for a simple way to convert a line or a curve in a curve composed only with right angle edges.
I have try to use Fuse SOP in Snap/Grid mode but this gave me 45 degrees angle too.
Any idea?